#ifdef GL_ES
precision highp float;
#endif

uniform sampler2D uSampler;

varying vec2 vTextureCoord;
varying vec3 vLightWeight;
varying vec3 vLightSpecularWeight;
varying vec4 vMatSpecular;

void main(void) {
    vec4 texColor = texture2D(uSampler, vTextureCoord);
    gl_FragColor = vec4(texColor.rgb * vLightWeight 
                        + vMatSpecular.rgb * vLightSpecularWeight, texColor.a);
}

